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I'm planning on running Ire of the Storm for our PFS group and I'm wondering how the heck I'm going to deal with Part 2: Beyond the Colony.
While I do have some ideas into pointing the party into the right direction for some of the 'events', others I have no idea on how to get the party there.
Hopefully someone can give me pointers in how they got their PFS parties heading into the right directions to get all the clues they needed to get to Part 3.

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I have two tables of this module running at my store. We will be starting part 3 next weekend.
The book portrays it as an exploration mechanic. The hex grid map that came with the book was used during part two. Setting up pieces and castle pieces as locstions. But alot of the quests they get from the town before departure should help the group figure out what direction from the village they should head.
I used the quests as an emphasis to thoroughly explore and chart out the just flew hexes. In order to obtain the most reward money when the return to the village. With so much time it takes to travel and explore each hex, I made sure they ticked off rstions, which lead into some of the players becoming fatigued after exploring for days on end.

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Yes, to what Jordan said. Every location had a clue to go to it somewhere in the module. Some of the clues are discovered in the town others when they go out and explore. My group picked one location and went there first, that gave them clues to 2 other locations.
I also laid out the map included in the module and used minis to mark known locations and where they were currently at.
Compared to the same wilderness exploration mechanic in Kingmaker and Mummy's Mask, this one worked out very well. In those they the party would stumble onto unknown things, in this one there was a clue to point them where to go.